#version 450 core

out vec4 FragColor;

struct VertexOutput {
    vec4 Color;
    vec2 TexCoord;
};

layout (location = 0) in VertexOutput Input;

uniform sampler2D u_Texture;

void main() {
    // FragColor = vec4(1.0f, 0.5f, 0.2f, 1.0f);
    FragColor = texture(u_Texture, Input.TexCoord) * Input.Color;
}